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Arthur Damian

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REVIEW / Songbringer (PS4)



It’s always great to see a game on Kickstarter gets fully backed. Usually, the games are pitched very well, and most of the time, have very cool concepts rope backers in. Songbringer is an example of that. The game was backed in 2015 by the developer, Wizard Fu, which is really just one dude named Nathanael Weiss. Due to the stretch goals it has received, the game has been in development more than a year in order for it to launch for the PS4 and Xbox One, and it recently released this summer to both consoles and Steam for PCs.













Songbringer claims to be inspired by the Zelda games and procedural generation. If you don’t know anything about procedural generation, it’s just a way for games to generate content in a somewhat random manner. For Songbringer, the procedural generation is done is by way of a six-letter word that you input at the beginning of the game. That word then generates a world filled with enemies and dungeons. It’s almost like a new experience every time…if you pick a different word every new game.



The best part about the six-letter-word seed system is that the generated world for a certain word (try “Wizard”) will always generate that same world. Thus, it creates that perfect balance of consistency and randomness. Generating the same world is perfect for those who want to complete a speedrun of the game (which unlocks an trophy/achievement), since it will allow you to learn that certain world’s intricacies. You can also opt for a complete rogue-like experience of Songbringer by coupling a different seed word with the permadeath option (i.e., when you die, you don’t get a do-over).













Interestingly, the story of Songbringer is very reminiscent to Zelda games. You take on the role of Roq, a hedonistic spaceman whose ship crashes to the world of Ekzerra. His crash site is near a cave, which contains a humming sword that ropes him in. As Roq picks up the sword, he begins his journey in unraveling some of the dark secrets Ekzerra holds. Those secrets are held in the dungeons Roq will go through in order to fix his ship.



Roq is accompanied by a skybot named Jib. One of the games cool gameplay aspect is having Jib as a support character. Jib can hover over dispatched enemies to search for loot, and after some upgrades, Jib can attack some of the enemies too. Songbringer actually allows a local multiplayer option for a friend (or stranger) to join in on the fun and control Jib. Unfortunately, the disappointing this is also controlling Jib; it’s not as fun as controlling another Roq, since Roq is given more actions and weapons to play with.













Another interesting aspect of Songbringer are the items Roq acquires throughout his journey. Besides the nanosword (what the humming sword in the cave is called), Roq gains weapons that are also similar to Zelda games such as a top hat that works like a boomerang and matter bombs that can destroy cracked walls. One awesome gameplay aspect is that Roq can visit the Droidsmith and combine his weapons and items. By combining, you are able to enhance items such as a teleportation orb to freeze or set enemies ablaze.



The item combination is definitely key to making Roq’s journey easy in Songbringer. Slinging a top hat that freezes enemies that bob up and down the water definitely makes them easier to attack. One annoyance that I’ve seen happen a few times though is that the enemies get pushed to a spot where it is covered by a tree or a rock, and it gets hard to figure out where they are hiding. It’s especially problematic for enemies that hit Roq by touch.













However, that’s easy to overlook with Songbringer having some great gameplay elements up its sleeve. Taking some great references from Zelda games has really paid off. In addition, elevating the game to modern standards with the option of playing it as a rogue-like and combining weapons and items gives the game extra points. If you are looking for a good adventure game, then you should think about picking up Songbringer.







This review is based on a retail copy of the game provided by the publisher.



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The Division is preparing their largest free update to date



It has been roughly a year and a half since the release of Ubisoft’s ambitious third-person shooter MMORPG, Tom Clancy’s The Division. In that time the game has carved out some success for itself; breaking sales records for the developer, releasing some well received paid DLC packs as well as scoring a movie deal around the same time as the Assassin’s Creed movie last year. Now The Division is preparing to launch their biggest free update ever this fall, Update 1.8 titled “Resistance”. Resistance is looking to expand The Division more than anything else that has come before it, adding in two new game modes and an entirely new area.









The new game modes consist of a similarly titled PvE mode, Resistance, and a PvP mode called Skirmish. In the Resistance mode, the different enemy factions of the game team up against the division agents coming at a team of up to 4 agents in a varied wave, similar to a standard horde mode. In Skirmish two teams of 4 agents compete against each other to see which team can get the highest number of kills before a timer expires. These modes may seem pretty basic, but keep in mind that they are completely free to the player and bolster a lot of the replayability of the game.



The new area added in the Resistance update, the West Side Pier, is spread across 2 zones and accessible to all players. In the West Side Pier, enemies from other zones are joining forces and it is the Division agents’ duty to put a stop to that, thus the new game modes. The West Side Pier also contains a new social hub called Camp Clinton where agents can coordinate their teams before taking the fight to the new super group of enemies.



Along with the straight up new content, Resistance will be adding some improvements to past DLC and the base game. This includes a revamp of rogue mechanics and some improvements to the Underground DLC. One of the more interesting of these updates is an improvement on the gear system, which will now let players improve stats of their favorite equipment instead of being forced to replace it. For more detailed info, you can tune in to the official Twitch livestream for The Division here on 5PM CEST on August 31st.



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REVIEW / Aztez (PC)



Aztez is a snazzy little side-scrolling brawler and strategy game by Team Colorblind. The game is set in the Aztec Empire just 20 years prior to the Spanish invasion. When I first watched the trailer, I was only expecting a hack and slash game with a cool color scheme and Aztec theme. However, there’s so much more to Aztez than an incredibly fun and brutal battle system.













A campaign in Aztez can be completed in just under/over 15 turns, according to the inbuilt guide. Each turn in Aztez follows the same pattern, although each campaign can vary wildly. First, you are dropped onto the map which covers many locations in the Aztec Empire, including the capital and nerve center of your operations – Tenochtitlan. You start with a predetermined number of cities in your Empire, and the rest of the cities are neutral. During the strategy stage (on the map), events pop up around the map which can net you resources (money), cards (items or single-use services) or extra Atzez. Aztez are the warriors you use in the battle stage. You start out with one and can collect more by completing events.



One of the “game over” requirements is running out of Aztez, so you have to be careful about picking up battle-based events that are too hard. When you hover over an event, it shows the conditions for victory (e.g. defeating all foes in 3 minutes), the consequences for losing (e.g. Aztez dies, lose X resources), and for every event there is a bonus condition that you can meet (e.g. sacrifice two foes during battle) to net extra items or resources. This screen also shows how many of each enemy type will be present during the battle, which is vital if you want to stay alive and avoid really difficult to deal with enemies. On this screen you can also access your Aztez’s loadout, which includes cosmetic changes, the kind of god you can summon in battle, and obvious things like weapons and armor.













Events which lead to battle will, after you have finished tinkering with your loadout, take your Aztez to a side-scrolling hacky-slashy section in an area modeled after places from the Aztec Empire. On the controller you have two attack buttons whose type of hit (i.e. flinging the enemy in the air or crushing them in the ground) can change based on the direction you hold the analog stick. You can also block and grab enemies. While the enemy still has a decent amount of health, grabbing them will give you the option of kneeing them in the gut until they fall back. However, when most enemies are on low enough health, they sway in place and are surrounded by a red light. You can then grab them and sacrifice them to the gods, resulting in a gigantic spray of blood.



All attacks result in bright red blood flying across the screen (which looks great on the otherwise greyscale battlefield), which you can absorb by holding down a button. You are left vulnerable when doing this, but absorbing blood both slowly refills your health and fills your blood meter. When your blood meter is full, you can use the same button to summon whatever god you’ve unlocked and picked in the loadout screen, which appears to deal a hardcore attack to multiple foes.













If you die in combat and have no more Aztez, it’s a game over. If you have other Aztez available or that have already been successful during their missions, you will continue the campaign with one less Aztez to use on your next turn. Once you have exhausted (but not killed) all of your Aztez in a turn, you can go about using your resources or items. Resources can be used to buy one of four services – for example, a General can be placed in a city to prevent dissent. Each time you use a service, its resource cost increases for the next time you use it. You can also receive cards featuring items during your turn which have different effects. One item will remove all current events on the map and replace them with new ones. Another acts as a single use version of one of the services and doesn’t cost any resources to use.



You have to budget your Aztez, your resources and your items carefully while taking the current climate of the Empire into account. After one or two turns, neutral cities on the outskirts of the Valley of Mexico start to be overtaken by dissent. As turns go on, dissent can spread to adjoining cities. You can deal with dissent by paying for one of the services to neutralize, convert, or prevent dissent from spreading. There also events which can show up letting you take over neutral cities and neutralize dissenting cities – typically the latter will require a battle segment against the rebelling citizens. If dissent reaches your capital city, it’s game over.













As the turns go on, it becomes really hard to keep the resources and dissent in check while dealing with the increasingly difficult enemy mobs. You can strategize by taking on festival events which allow the player to reap massive resource rewards, or take on training to acquire new gods to summon and weapons to use. Unlocking new weapons makes them available for your initial weapon selection at the start of the game, which gives you many different ways to play. Once you’ve played a few times you’ll get towards the end of the campaign, where an interesting and terrifying event (complete with new, high stakes music) will begin. Despite about five or six runs at the campaign, I only reached this point once. The first few times I was just feeling the game out and getting a handle on all of the aspects of the strategy and how to deal with different enemy types. After that, I really focused hard on my strategy and still only made it to turn 10 or 11.



This may not be true for everyone, but for me, Aztez was hard. That said, it’s not an insurmountable difficulty. I think if I really worked at my strategy, I could definitely get to whatever the end of the game holds. Part of the difficulty comes from battling with the enemy types and the strategy element at first. After a few tries you start to understand what’s really, really important for success – e.g. having more than one Aztez to deploy. Aztez does offer a training and advanced training session at the start of your first campaign, which you can also access from the main menu, but dealing with different styles of enemies requires concentration and practice, something you don’t usually expect to do too much of in a hacky-slashy game.













Aztez is fun, albeit somewhat difficult, but you won’t find yourself banging your head against a wall out of frustration. Aztez doesn’t make you rip your hair out from battling with the controls, but it could stand to give you maybe a tiny bit more instruction on the battle side of things. The strategy side is trial-and-error and provides a healthy but not frustrating level of challenge. Aztez is also legitimately fun to play, as you would expect of a game where you send sprays of blood everywhere during battle.



The impact you have on the enemies when you send them flying or come up against a block feels real and powerful, as you would expect from a battle between two hardened warriors. The gods you can summon feel truly massive, and absorbing blood from the battlefield is so, so satisfying. The battle arenas, the map, and the carefully chosen pockets of color in the blood and the event markers are just gorgeous, and the Aztec design isn’t one you see a lot of, so it’s really refreshing to look at as well. The music is absolutely perfect and doesn’t wear after the 10th or 20th battle or strategy section.













I’ve read around the internet that Aztez is slated for release on PS4, Xbox One and Vita in the future. I think that the game would work on any of these consoles, but the Vita would be the most enjoyable. A game like Aztez, being like Civilization but with less of a hardcore time investment, would really thrive on a portable like the Vita. I’ve enjoyed the game so much that I plan to pick it up on the Vita when it is eventually made available, and I’m not usually a fan of strategy-heavy games. Whether you’re a fan of strategy, of hack-and-slash games, or neither, I implore you to give Aztez a go on PC. It’s good, unclean fun. Oh god, so much blood. Blood everywhere.









This review is based on a retail copy of the game provided by the publisher.





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A visit to the Gaming Lounge at Wizard World Chicago 2017



Wizard World Chicago 2017 is packed up and on its way to the next city. The Donald E Stephens Center in Rosemont, Illinois, is always abuzz when Wizard World is in town, and this past weekend was no different. There were plenty of comics and collectibles to browse through, photo ops and signings with your favorite television or film actors, and lots of great artists on site offering commissions and exclusive prints. So how was gaming represented at one the of premier cons in the Chicagoland area?













I was on hand to check out all the above plus the Wizard World Gaming Lounge. Bandai Namco was a big sponsor again this year as they were last. Pac-Man wandered the lounge floor while attendees hovered around the main stage watching players take on each other in games like Smash Bros. Wii U and Rivals of Aether. Having not been exposed to Rivals of Aether, I was impressed by the Smash-clone’s retro art-style and colorful levels. If you are fan of Smash and are looking to mix things up, I would definitely take a look at Rivals of Aether, which is available on Steam for $15. The commentators calling the matches mentioned that additional content for the game had just arrived in the store, which adds Ori and Sein from Ori and the Blind Forest.













The Lounge floor also had a demo of Ace Combat 7: Skies Unknown. I’ll admit that I haven’t played an Ace Combat game since Ace Combat 4 (Greatest Hits version), so I was a bit rusty jumping into the cockpit. Specifically, the PlayStation VR cockpit. In the demo version, I got into a dogfight with a couple enemy planes, needing to protect my allies in the process. I surprisingly kept my stomach intact while performing barrel rolls and engaging enemies perpendicular to the surface of the earth. The demo was over relatively quick, but I think I played for a solid 5-10 mins, which in my opinion is plenty of time in a game like this until you need a break. If the demo is anything like the full game, I think Ace Combat fans are going to by psyched to play this game on PSVR.













Con attendees were able to drop in to a number of systems scattered around the Lounge floor, where there were lots of competitive matches going on away from the main stage. Adjacent to the main stage was a VR experience of the new IT horror movie was enticing attendees to wait in line for a frightening experience (no thanks!). Also hanging out in the lounge was Extra Life – I’d highly recommend checking out this group fighting the good fight for those in need. A tabletop gaming section was also set up next to the Lounge where vendors were selling a variety of board games for attendees to sit and play with friends and/or strangers.













When making comparisons to last year’s Wizard World, it was great to see the Lounge integrated into the fabric of the show floor – it almost served as a gateway between the two main floors, offering people a chance to take a break from browsing the booths to hang out and play games. The downside of this placement was that there was less overall space dedicated to gaming, but it still was a better showing than this year’s C2E2. I’m hoping this isn’t a trend, and maybe next year they can bring back some cabinets or more demoes for attendees to try.













So now we wait until next year. Even though it’s close to time where we hunker down with our PC/consoles for the winter months, I always look forward to closing out the summer each year with Wizard World.



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Rockstar launches next Grand Theft Auto DLC: Smuggler’s Run



You’ll either rejoice or despair.



Rockstar Games has announced its next GTA DLC: Smuggler’s Run. It launches today, August 29th, and is sure to be another massive success.



This update centres on Nervous Ron, Trevor’s sidekick in the game. He’s turned to smuggling, and needs a new business partner to help him stay sane. That’s where you come in.



Smuggler’s Run opens up the airways of Los Santos and Blaine County, which is a good thing because the roads are by now filled with motorcycle gangs, rogue CEOs and dangerous armed militia thanks to the Gunrunning DLC released a few months back.



However, just because the skies have opened up doesn’t mean you’re not in danger. Yes, you have access to a new range of planes, choppers and ultralights but you will still have to deal with hydras, anti-aircraft missiles and public lobbies filled with players who want to ruin your day in the most explosive way possible.









Smuggler’s Run promises a massive range of new, customizable aircraft along with expansive new aircraft hangars where you can house your aircraft. Your hangar doubles up as your HQ for all things smuggling. Nervous Ron will be on hand to guide you, and Charlie will be your mechanic/assistant who will take care of fixing your sure to be damaged machinery.



Looking online it seems like this update is receiving mixed feedback from players. Some are genuinely excited at yet another free DLC from a game that has provided so much entertainment in the last few years. They’re looking forward to getting some airborne action and the trailer certainly offers that.



Others are unhappy that it’ll be yet another expensive set of options, forcing hours of ‘farming’ or having to buy Shark Cards (the in-game currency option) to keep up with their friends, and that’s not to mention the effect it might have on public lobbies where pilots in Hydras already try to ruin every bit of fun by destroying everything in sight. Giving them more flying machines and other weaponry might just be a step too far for some.



Either way, be ready for an expensive time of things. I downloaded the DLC this morning and with the most expensive of every hangar/vehicle plus all optional upgrades (engines, weaponry) there was not much change out of $35M in-game cash.



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A quick hands-on with Band of Outlaws



A while back I wrote about my time at the Indy Pop Con media convention, specifically about the game Cattails which you can read here. However, during my time at the con I played a sizeable amount of independent games. A lot of those games, while promising, were still a long ways off of an official release date. I held off from speaking about them until they were closer to launch, but one of my personal favorites from the show completely snuck up on me! I’m talking about a 2D action platformer called Band of Outlaws, which has just hit its big release date on Steam.









In Band of Outlaws , you control an adorable 8-bit version of the iconic Robin Hood and his band of Merry Men. As the famous thieves, you take back towns from the evil Prince John and defeat bosses while watching your Sherwood Forest hideout grow and accumulate a mass of gold that would make Smaug blush. The game also contains a local multiplayer deathmatch mode that pits two of the Merry Men against each other in a battle of archery skill.



In my time with Band of Outlaws, I played the first mission and took back the land with style. Band of Outlaws provides a satisfying platforming experience with tight jumps and a silky smooth wall jump mechanic; I am just an absolute sucker for a nice wall jump. The main weapon of the Merry Men is the simple bow and arrow. You can peg the enemies from a distance, but I found that it fired quick enough to work just as well in extremely close quarters. In the level I played the enemy design was varied really well and each enemy and their placement gave me a challenge. I would have to dodge an attacking bird, while also keeping an eye on enemy archers who would take pot shots at me until I could land a total MLG turnaround no scope arrow shot on both enemies while hitting just the right jump.









Unfortunately, the show floor demo did not include the multiplayer aspect, which bummed me out really hard. The gameplay in the single player mode felt great and just the thought of transferring that to a two player deathmatch could lead to some very intense battles; similar in spirit to Towerfall Ascension.



Band of Outlaws is available now for $4.99 USD on Steam, and you can visit the store page here.



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Bethesda’s Creation Club out now for Fallout 4 on PC

If you’ve played one of Bethesda’s many open-world RPGs, you will at some point have come across the modding scene. It’s too big to ignore, too whacky to resist; heck, I play 2002’s The Elder Scrolls III: Morrowind with a complete overhaul mod pack that brings the game almost in line with its younger brother, 2006’s TES IV: Oblivion. I have nothing but respect for the ladies and gentlemen who dedicate exorbitant amounts of their own time to bringing the rest of us new content for games long since forgotten by their developers. It’s a thankless task, and one that rarely reaps any rewards other than the joy of seeing that little ‘downloads’ counter inch slowly upward.









Morrowind, like you’ve never seen it before. Courtesy of Ornitocopter.





A heated debate is currently raging on this very topic. Several months ago now, Bethesda announced and unveiled the Creation Club, a forum and community designed to provide official paid content – like the loot crates that are so common nowadays – for their most recent titles, TES V: Skyrim and Fallout 4. Offering content created and curated by both Bethesda developers and the best of the modding community, the Creation Club is very clearly an effort to enforce some form of currency exchange in an otherwise prolific, free-to-use modding scene.









It’s hardly surprising, then, that cages have been rattled.



I am telling you all of this because the Creation Club has officially launched, and as a result some of the early offerings are available to browse. I’m going to come clean: as a huge fan of both the Elder Scrolls series and the Fallout games, this sort of stuff did give me tiny fanboy goosebumps. The new content covers everything from armour to weapons to characters to foliage to gameplay, and seems to be keen to incorporate returnees from previous Fallout titles; the Chinese Stealth Armour and Hellfire Power Armour, for example, will be familiar to anyone who has spent a bit of time in the Capitol Wasteland. We’ve then got the Power Horse Armour – comprised of Giddyup Buttercup parts, mostly – as well as a replica of the spacesuit from Arkane Studios’ recent outing, Prey.









There’s also currently a home-made shotgun, a prototype pre-war Gauss Rifle from Fallout 3, and even a military rucksack that increases carry weight and provides other perks as it is customised. Throw in new paint jobs for certain power armour sets and your pip-boy, and you get the general idea: this is the CS:GO loot case shop of Bethesda RPGs. To purchase these new additions to the base game, you’ll need Creation Club credits, which can be purchased for real money like any other micro-transaction currency; once purchased, some of the above items will require that you complete a quest in order to access them (which is a decent idea, particularly for those of us who have 100%-ed the game), whilst others will simply drop into your inventory.









Bethesda are currently offering 100 credits for those who log in to the Creation Club store on console or PC, just to sweeten the deal (marginally, mind you: 100 credits won’t get you that Hellfire armour). Oh, and for the record: the modders who have successfully applied to become Creators are paid for their efforts, which I happen to think is pretty cool. If you’re interested/concerned/outraged, check out the official webpage for more information and the E3 announcement trailer.



Bethesda’s Creation Club is scheduled for release on PS4 and Xbox One in the near future, and is currently available on PC as an update for Fallout 4 only.



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The Escapists 2 breaks out onto Steam, Xbox One, and PS4



You may or may not have heard about a game that became rather popular after it was released back in 2014. The Escapists did very well for itself, in fact it did so well that Team 17 and Mouldy Toof have announced that its sequel has been released for Steam, Xbox One, and PS4.









The Escapists 2 is the successor to the award winning sandbox prison-escape game. Escaping will, of course, be something much easier said than done. You’ll have to work around a strict prison schedule if you want to avoid the unwanted attention of the guards. This time you’ll find yourself crafting weapons and tools found, or of course, stolen from within the prison. You’ll need to watch yourself though, a cell shakedown could easily mean the undoing of all your hard work.









The game has many new features for Escapists fans to explore and enjoy. Among these are a series of new items to craft, including a taser, an item that is a must for those times when you absolutely have to make a guard unconscious. A new combat system has also been implemented featuring new lock-on targeting and the ability to make light and heavy attacks. In addition to this the game is offering a more rounded experience by giving you new ways to make your prison life less miserable. You can join a band, learn to paint, and much more.









On a more technical note, the game is offering drop in/drop out play and will support both split-screen and online multiplayer for up to four people. The Escapists 2 offers co-operative and versus play so if that’s your thing there will be plenty to do with your mates.









Fans of the first game in the series will probably be very pleased to see that their experience has been given a spit and polish and made bigger and better to boot. New comers to this franchise will be able to look on what is already a rather acclaimed series with fresh eyes and hopefully get a lot of enjoyment out of something that has been enhanced for them. Either way if you’ve got the itch for a bout of breaking out The Escapists 2 will be in stores for your relevant device now.



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Ubisoft’s Pax West lineup announced



Ubisoft (one of the companies everyone loves to hate, but still buys their games) recently announced what they are bringing with them to Pax West.



The first (and personally what I am most excited for) game coming to the event is Far Cry 5. Anyone lucky enough to go to Pax West will be able to play a demo of the game as well as take part in a new fishing competition where whoever among 8 people catches the biggest fish wins a Far Cry 5 pin. Also, on Saturday September 2nd from 2:30-3:30, Jack Patillo of Achievement Hunter is hosting a panel that will include the Lead Writer and voice actors of the game. The panel can be watched here.









From 11:00-4:00 on Saturday and Sunday of the event, Ubisoft will be livestreaming gameplay of Far Cry 5, Assassin’s Creed: Origins, For Honor, and Tom Clancy’s Rainbow Six Siege. The livestreams can be found on their Twitch, Youtube, and Facebook.



On Monday, September 4th, at 2:30, the For Honor development team will be holding their first live show to take questions, provide some news and information, and give a look into the game’s coming content. The show can be seen here.









Personally, I am excited to see any new things from Far Cry 5, and I am sure fans of For Honor are excited to see if the game will be improved at all. Also, Rainbow Six Siege and Assassin’s Creed always seem to catch a glimpse from me as well. Anyone else excited to see anything from Ubisoft? Let me know in the comments!



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REVIEW / Undertale (PS4)



Imagine a role-playing game where you don’t have to grind, level up, or even attack enemies. Sounds like one of those challenges you see on YouTube, right? Well Undertale is no challenge…literally. Well there’s a little challenge, but the point of the whole game is knowing that you have a choice whenever you encounter enemies and bosses: you can beat them to a pulp or you can spare them by giving mercy.













Undertale originally came out for the PCs a couple of years ago. Created by a one-man developer, Toby Fox, the game became a hit and garnered high scores from review sites for being very unique. The combat system of nonviolently defeating enemies, while not a farfetched idea and probably have done before (where you escape or flee enemy encounters), was given a cool twist in the game.



In Undertale, when you encounter an enemy, you have the option to fight or act. Choosing to fight will bring up a mini-game, where you must hit the center with a slider that goes back and forth. The damage you do depends on how close you are at the center. Choosing to act, however, brings up another subset of commands that is different from each enemy or boss. These actions is what will lead you to spare an enemy.













Sparing an enemy or boss for a pacifist run of the game is where that little challenge I was talking about earlier comes in. Allowing mercy isn’t so cut-and-dry like fighting; there’s a little bit of experimentation and dodging to do. You can do certain actions for each type of enemy or boss, but there’s always one (or two) action that, if done, will allow you to spare an enemy. It takes a little bit of observation, by the way. One enemy might outright say what it wants in order for him to be spared, but others will show it to you.



Then there’s the dodging aspect of sparing. When you do an action to an enemy, the enemy will fight back by attacking you. It launches a mini-game where you have to dodge the enemy’s projectiles, which can be quite interesting. There are times when you’re dodging missiles, fireballs, cats, and sometimes you’re not even dodging projectiles, but rather shooting them back to the enemy. Clearly, following a pacifist run is the more entertaining of the options to either fight or spare.













Story-wise, Undertale is a trip. You wake up to a world where monsters and humans inhabit the world, and you have the urge to go back to your home. The journey home takes you to a very amusing, sometimes outright silly path of quirky characters and dialogue. There is humor littered all over the place from the banters to the boss battles. I guarantee you’ll find something amusing in the first few minutes you play the game.



One of the game’s awesome features is that there are multiple endings based on whether you took the path of violence, the path of mercy, or somewhere between the two. In fact, more gameplay is also unlocked when you, of course, take the harder route of sparing every single enemy and boss. Just remember though, the extra gameplay means harder bosses, so hopefully you’re an expert in bullet hell.













By the way, purchasing the PS4 version of Undertale gives you a copy of it for the Vita. The game is perfect for on-the-go gamers, since the game is quite easy and can be finished in six hours. It also has some replay value with its multiple endings and different ways to defeat enemies. It’s also good for a laugh as well.









This review is based on a retail copy of the game provided by the publisher.



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